Aggregating results in a slot game

ABSTRACT

A system and method for aggregating results in a slot game are disclosed. In a given pull outcome of the slot game, multiple results may be determined. An order or orders for aggregating the results in the given pull outcome may be obtained. In some examples, the obtained order(s) may specify temporal sequence for applying different types of results in the given pull outcome. In some examples, the order(s) may be based on the player character(s). In some examples, the order(s) may be based on a difficulty level selected by the player. In some examples, such orders may be for purchase for selection by the players. In some implementations, the results in the pull outcome may include gameplays for implementation in a game space associated with the slot game. In those implementations, the implementation of those gameplays may be in accordance with the obtained order(s).

FIELD OF THE DISCLOSURE

This disclosure relates to a slot style game in which a pull outcome maycomprise multiple results.

BACKGROUND

Video slot games are known. In those games, a number of virtual reelsare typically presented side by side in an interface simulating aphysical slot machine. Each virtual reel in those games typicallyincludes a number of virtual slots associated with various symbols. Thevirtual reels may be “rotated” by the players of those games through theinterface. The symbols shown in the positions on the reels visible atthe end of a turn, or “pull,” may be referred to as the “pull outcome.”Winning symbols, e.g., matching symbols are typically assessed acrossmultiple paylines on the virtual reels in those games. The winningsymbols typically result in a player winning an amount of compensation,i.e., a payout (typically real-world money and/or credits). A pulloutcome in those games may comprise multiple winning symbols resultingin separate payouts. Those games typically aggregate such separatepayouts in the pull outcome into a combined payout for distribution tothe player.

SUMMARY

One aspect of the disclosure relates to aggregating multiple results ina pull outcome of a slot game. The multiple results in the pull outcomemay include, but not limited to, one or more attribute changes to one ormore player characters associated with a player, payouts distributed tothe player, gameplays to be implemented in a game space associated withthe slot game, and/or any other types of results. For aggregating suchresults in the pull outcome, an order or orders may be obtained and theresults may be aggregated by applying the obtained order(s). Forexample, the obtained order(s) may specify a temporal sequence foraggregating different types of the results in the pull outcome. In someexamples, such an order or orders may be based on a difficulty levelselected by the player. For example, the results in the pull outcome maybe more rewardingly aggregated by applying the types of results thatwill affect application of payout type of results in the pull outcomebefore applying the payout type of results. In some examples, theorder(s) may be based on the player character(s) associated with theplayer. For example, individual player characters and/or configurationsof play characters (e.g., configurations of a “party”) may correspond tocertain orders for aggregating the results in the pull outcome. In someexamples, some orders may be for purchase for selection by the players.For example, one or more orders for aggregating the results morerewardingly may be offered for purchase by the players. This may provideplayers an enhanced slot game experience that is different from theconventional slot game described above. This may enhance monetizationopportunity for the provider(s) of the slot game.

A system configured for aggregating results in a slot game may include aserver. The server may operate in a client/server architecture with oneor more client computing platforms. The client computing platforms maybe associated with the users of the game space. The server may beconfigured to execute one or more of a player character module, a slotgame module, a result module, an order module, an aggregate resultmodule, a game space module, and/or other modules.

The player character module may be configured to manage player characterinformation. The player character information managed by the playercharacter module may reflect various aspects about player characters inthe game space. For example, the player character information managed bythe player character module may include information regarding a raceassociated with a given player character, e.g., such as human, dwarves,elves, halflings, or any other race; may include information regarding aclass associated with the given player character, e.g., such as mage,fighter, thief and any other player character class; may includeinformation regarding a level associated with the given playercharacter; may include information regarding abilities associated withthe given player character; may include information regarding skillsassociated with the given player character; may include informationregarding an inventory of one or more virtual items associated with inthe given player character; and/or any other play character information.

The slot game module may be configured to simulate, through a slot gameinterface, a slot game for participation by the players and to generate,for the players, pull outcomes of the slot game. The slot game simulatedby the slot game may present in the slot game interface a configurationof symbols appearing on virtual reels, i.e., a pull outcome after a pullby a player. Such a configuration of symbols in a given pull outcome maybe evaluated; and winning combinations of symbols may be determinedaccording to active paylines associated with the player. In someimplementations, the slot game simulated by the slot game module may beassociated with a game space executed and implemented by the game spacemodule, for example via game plots, stories, and/or any other types ofnarratives.

The result module may be configured to determine, for the players,results of the slot game based on the pull outcomes generated by theslot game simulated by the slot game module. The results determined bythe result module may include various types, such as, withoutlimitation, attribute change type of results wherein the results mayeffectuate modification one or more attributes of one or more playercharacters, payout type of results wherein the results may effectuatedistribution of payouts to the player, slot game adjustment type ofresults wherein the result may trigger various aspect adjustment of theslot game such as, but not limited to, modification of the modifier,increasing the number of active paylines, improvements to odds (real orperceived) and/or any other types of slot game aspect adjustment, bonusgame type of results wherein the results may trigger one or more bonusgames, free pulls, a jackpot won, and/or any other bonuses for theplayer, gameplay type of results wherein the results may determinespecific gameplays to be implemented in a game space associated with theslot game and/or outcomes of such gameplays (e.g., damage incurred orreceived, movements triggered, objects collected and/or any otheroutcomes), and/or any other types of results in a pull outcome. In someimplementations, the result module may determine such results byidentifying winning combinations of symbols and evaluating the symbolsacross various lines, i.e., paylines on virtual reels associated withthe slot game. In certain situations, the result module may determinemore than one results achieved by a player in a pull outcome.

The order module may be configured to obtain orders for applying resultsin a given pull outcome. The orders obtained by the order module mayspecify temporal sequences by which the results in the given pulloutcome may be applied. As such, the orders obtained by the order modulemay dictate timing by which the results in the given pull outcome may beapplied.

In some implementations, the orders obtained by the order module may bedeterministic or quasi-deterministic such that they may be criteriabased. Some examples of such criteria may include, without limitation, alevel, class, race, one or more skills, one or more abilities, one ormore items and/or any other aspects associated with one or more playercharacters; a condition in the slot game—e.g., achieving a winningcombination of symbols to trigger a different order for applying theresults for 5 slot turns; for every milestone amount of experiencepoints achieved in the slot game, a new and different order for applyingthe results in a pull outcome may triggered; for every milestone amountsof virtual currencies or credits accumulated in the player account, anew and different order for applying the results may be triggered,and/or any other conditions; a state of the game space—e.g., to freeze amonster for a number of turns and during those turns, a different orderfor applying the results in the pull outcome may be used; for everymilestone number of monsters killed in the game space, a new anddifferent order for applying the results may be trigged; for every stageentered in the game space, a new and different order for applying theresult may be trigged; breaking into a building to trigger a differentorder and/or any other game state; and/or any other criteria.

In some implementations, the order module may be configured to obtainthe orders for applying results in a pull outcome from a given player,e.g., via a graphical interface. In those implementations, the givenplayer may be enabled to directly select specific order or orders forapplying the results in a pull outcome; may be enabled to select one ormore aspects of the slot game and/or the game space that may dictate theorder(s) for applying results in a given pull outcome; and/or may beenabled to manipulate the orders for applying the results in the pulloutcome in any other ways. In some examples, the order(s) for applyingthe results may be for purchase by the player such that the player mayspend virtual consideration (e.g., virtual currencies, real-world money,credits and/or any other values associated with the game space) toselect an order for applying the results in a given pull outcome. Insome examples, the orders obtained by the order module for a givenplayer may be based on player character(s) or a configuration of theplayer characters—e.g., a configuration a “party” of player characters.

The aggregate result module may be configured to aggregate the resultsdetermined by the result module by applying the orders obtained by theorder module. The result aggregation by the aggregate result module mayinvolve applying individual results in a pull outcome in the timesequence specified in accordance with an order or orders obtained by theorder module. In some implementations, the order(s) obtained by theorder module may specify a temporal sequence for applying differenttypes of results in the pull outcome. For example, the order(s) obtainedby the order module may specify may specify any payout type of resultsshould be applied before any attribute increase type of results.

In some implementations, the server may include a game space moduleconfigured to apply the slot game results determined by the resultmodule based on the orders obtained by the order module for implementinginstances of a game space associated with the slot game. For example, agiven result in a given pull outcome may comprise a combination ofsymbols, which may represent various game space elements, game actions,virtual objects, values and/or any other components associated with thegame space. Such a result in the given pull outcome may triggerimplementation of one or more gameplays in connection with the winningcombination of symbols. In some examples, a given pull outcome maycomprise multiple such a result that may trigger corresponding gameplaysto be implemented in the game space. In those examples, the game spacemodule may be configured to implement those gameplays in accordance withorders obtained by the order module and/or the aggregation of resultsdetermined by the aggregate result module.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system for aggregating results in a slot game inaccordance with the disclosure.

FIG. 2 illustrates one example of facilitating a player of the slot gameto select player characters using the system shown in FIG. 1.

FIG. 3 illustrates one example of a player character shown in FIG. 2.

FIG. 4 illustrates one example of a slot game interface for simulating aslot game in accordance with the disclosure.

FIG. 5 illustrates one example of multiple paylines in a pull outcome ofthe slot game shown in FIG. 4.

FIG. 6 illustrates one example of multiple results in a pull outcome ofthe slot game shown in FIG. 4.

FIG. 7A illustrates one example of aggregating results shown in FIG. 6by applying a first order.

FIG. 7B illustrates one example of aggregating the results shown in FIG.6 by applying a second order.

FIG. 8 illustrates various examples of the symbols shown in FIGS. 4-5.

FIG. 9 illustrates various examples of gameplays that may be implementedin a game space as results of the slot game shown in FIG. 4.

FIG. 10A illustrates one example of implementing gameplays correspondingto results shown in FIG. 9 in a game space associated with the slot gameby applying a first order.

FIG. 10B illustrates one example of implementing gameplays correspondingto results shown in FIG. 9 in a game space associated with the slot gameby applying a second order.

FIG. 11 illustrates one exemplary method 1100 for aggregating results ina slot game in accordance with the disclosure.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 for aggregating results in a slot game.Providing the game space/environment may include hosting the gamespace/environment over a network. Providing the game space may includehosting the game space over a network. The users may access system 100and/or the game space via client computing platforms 104.

In some implementations, system 100 may include a server 102. The server102 may be configured to communicate with one or more client computingplatforms 104 according to a client/server architecture. The users mayaccess system 100 and/or the game space via client computing platforms104. The computer program modules may include one or more of a playercharacter information module 112, slot game module 114, payline module116, game space module 122 and/or other modules.

The player character module 112 may be configured to manage informationregarding play characters associated with players of a slot game. Theplayer character information managed by the player character module 112may reflect various aspects about such player characters including,without limitation, levels, abilities, skills, inventory, deity, health,attack, defense, sense, magic spells, language, movement, speed, and/orany other attributes associated with the player characters, and/or anyother aspects about the player characters. In some implementations,these aspects about the player characters may contribute to holisticrepresentations of the player characters in a game space associated withthe slot game. Such a game space may be executed and implemented by thegame space module 122 and will be described in further details inconnection with the game space module 122. It should be appreciated thatthe player character information managed by the player character module112 may be however specified by the provider, administrator, moderator,and/or any other entities related to the game space. For example, insome implementations, the player character information managed by theplayer character module 112 may reflect a limited number of aspectsabout the player characters for simplicity (e.g., hit points, defenseand attack); while in some other implementations, the player characterinformation managed by the player character module 112 may reflect anumber of expanded aspects of the player characters. (e.g., sub-aspectssuch as attack power, range, level, speed and other sub-aspects may befurther established under a general attack aspect about a playercharacter).

The player character information regarding a given player character asmanaged by the player character module 112 may include a name, adescription and/or any other identification information regarding thegiven character. In some implementations, the player characteridentification information may be determined by the provider,administrator, moderator, and/or any other entities related to the gamespace. In some implementations, the player character identificationinformation may be determined by the players, for example via theinterface 200 shown in FIG. 2.

The player character information regarding a given player character asmanaged by the player character module 112 may include informationregarding a race associated with the given player character, e.g., suchas human, dwarves, elves, halflings, or any other race. In someimplementations, the player character race information may be determinedby the provider, administrator, moderator, and/or any other entitiesrelated to the game space. The race associated with the given player mayaffect various characteristics of the given character. For example, aplayer character belonging to a human race may manifest characteristicsof being adaptable, flexible, and ambitious as compared to other racesin the game space; and a player character belonging to a dwarf race maymanifest characteristics of being steadfast, speedy, tenacious and braveas compared with other races in the game space.

The player character information regarding a given player character asmanaged by the player character module 112 may include informationregarding a class associated with the given player character, which mayindicate a function of the given player character. The class associatedwith the given player character may affect other aspects associated withthe given player character. For example, the class associated with thegiven player character may give extra abilities, skills, items and/orany other elements. For instance, fighter and paladin may be twodifferent classes; a given player character associated with a fighterclass may be given extra aspects as a striker to his repertoire (e.g.,extra attack skills, attack power, magic spell cast abilities, and/orany other aspects); and a given player character associated with apaladin class may be given extra abilities often associated withleaders, such as healing. Some examples of typical classes that may beassociated with the given player may include, but not limited to,merchant, fighter, mage, thief, cleric, wizard, warlord, rouge, ranger,warlock and any other classes. In some exemplary implementations, theclass associated with the given character may define a role the givenplayer plays in adventures in the game space associated with the slotgame, for example such as the game space executed and implemented bygame space module 122. In some implementations, the player characterclass information may be determined by the provider, administrator,moderator, and/or any other entities related to the slot game. In someimplementations, the player character class information may bedetermined by the players of the slot game.

The player character information regarding a given player character asmanaged by the player character module 112 may include informationregarding a level associated with the given player character. Such levelinformation about the given player character may reflect relativeexperiences of the player in the slot game, relative adventureexperiences by the given player in the game space, and/or any otherstates associated with the player or the player characters. With eachnew level the given player character attains, the player characterbecomes more experienced, which may be reflected by enhancements invarious characteristics associated with the given player character. Insome exemplary implementations, the level associated with the givenplayer character may be manifested via numerical number(s) expressed asexperience points (“XP’). In some implementations where the game spaceis associated with the slot game, the given character may earn XPs by,for example, without limitation, defeating monsters, completing skillchallenges, collect virtual items, amass virtual currencies, items,resources, objects, real-world money, credits and/or any other valuesassociated with the game space, and/or other gameplays. Typically, whena number of XPs of the given player character reaches a milestone, thegiven player character may attain a new level. For example, as anillustration, between 0-1,000 XP, the given player character may beassociated with level 0 within the game space; between 1,000-2,500 XP,the given player character may be associated with level 1 within thegame space; between 2,500-5,000 XP, the given player character may beassociated with level 2 within the game space; and so on.

The player character information regarding a given player character asmanaged by the player character module 112 may include informationregarding abilities associated with the given player character. Somecommon examples of abilities associated with the given player charactermay include strength, dexterity, constitution, intelligence, wisdom,charisma, perception, diplomacy, negotiation, and/or any otherabilities. Typically, the abilities associated with the given playercharacter may be represented by numeric score, reflecting quality ofthese abilities by the given player character. For example, the givenplayer character may be associated with an ability score of 18 (out of20) in strength, which may mean the given character has excellentstrength. On the other hand, the given character may be associated withan ability score of 5 (out of 20) in wisdom, which means the givencharacter has poor intelligence. Typically, as the given playercharacter progress through adventures in the game space, the abilityscores associated with the given player character may increase ordecrease along with the level associated with the player character; andthe given player character may acquire new abilities when reachingcertain milestones in the game space.

The player character information regarding a given player character asmanaged by the player character module 112 may include informationregarding basic attributes associated with the given player character,such as speed, stamina, hit points, and/or any other basic attributesreflecting various aspects about the given player character. Forexample, a number of hit points may be associated with the given playercharacter reflecting how much damage the given player character maywithstand from attack; a number of stamina points may be associated withthe given player reflecting how much energy the given player charactermay expand for actions; and so on.

The player character information regarding a given player character asmanaged by the player character module 112 may include informationregarding skills associated with the given player character, which mayrepresent training, education and/or any other learned aspects of thegiven player character. In some examples, the skill(s) associated withthe given player character may provide capabilities extra to thoseinherent in the class and/or race associated with the given playercharacter. In those implementations where the game space is associatedwith the slot game, skills may be acquired or learned by the givenplayer character during adventures in the game space by the given playercharacter. For example, the given player character may collect a scrollto learn a specific skill (e.g., lock-picking) during an adventure inthe game space by defeating a monster. In some implementations, ranks,levels, and/or any other classification systems may be established for agiven category of a skill. For example, a climb skill in the game spacemay have 10 levels such that gaining each new level of the climb skillgives a player character extra climb capabilities in the game space. Inanother example, a lock-picking skill may have 5 levels, and within eachlevel there are ranks such that each new level and rank combinationgives the player character capabilities to open different kinds of locksin the game space. The player character typically starts out in the gamespace with a set of skills, which in some examples are determined basedon the class, race and/or any other criterias associated with the playercharacter. As the player character progress in the game space throughadventures, the player character may also progress along levels andranks in existing skills, learn new skills, and/or otherwise progressalong skill trees provided in the game space.

In some implementations, the progress of a given player character on askill tree may be limited based on level, experience points, and/or anyother attributes associated with the given player character. Forexample, a level 1 fighter may acquire up to level 4 in Climb, up tolevel 2 in Jump, and up to level 1 in Spot; a level 2 fighter mayacquire up to level 8 in Climb, up to level 5 in Jump, and up to level 2in Spot; a level 4 cleric may acquire up to level 2 in Climb, up tolevel 2 in Jump, and up to level 1 in Spot; and so on. Typically, thehigher level the given player character is, the more skills and thehigher levels of the skills may be acquired by the given playercharacter and thus may be called upon during adventures (e.g.,encounters with monsters) in the game space. In some examples, theeffectiveness of the skills acquired by the given player character maycorrelate with abilities associated with the given player character. Forexample, if the given player character is good at dexterity as reflectedby the dexterity score associated with the given player character, thegiven player character may be more effective in applying his lockpicking skill in certain adventures.

The player character information regarding a given player character asmanaged by the player character module 112 may include informationregarding an inventory of one or more virtual items associated with inthe given player character. For example, the given player character maycarry virtual items such as, without limitation, sword, armor, glove,healing potion, and/or any other virtual items. For such gear carried bythe given player character, body slots may be assigned to correspondvarious body parts of the given player character. In some examples, thegiven player character may be associated with an inventory of virtualitems that have been acquired by the given player character in the gamespace through adventures. The inventory associated with the given playercharacter may have a dimensionality such that virtual items in theinventory may take different amounts of space to reflect dimensions ofthese virtual items. Virtual items that are collected by the player, forexample via defeating monsters, looting buildings, and/or in any otherways may be stored in the inventory and may be accessed by the player.In some implementations, a given player character may be associated witha number of body slots such that the player may assign one or more itemsin the inventory to various equipment slots of the given playercharacter. In this way, the virtual items assigned to the equipmentslots associated with the given player character become gears carriedaround by the given player character in the game space for adventures.

FIG. 2 illustrates one example of facilitating a player of the slot gameto select player characters using system 100 shown in FIG. 1. As shownin this example, a player selection interface 200 may be provided by thesystem 100, for example on client computing platforms 104 to enable theplayer to select one or more player characters to be associated withthat player in the slot game that will be described in further detailsin FIGS. 4-7. As illustrated in FIG. 2, the interface 200 may includegraphics representing player characters 202 that may be selected byplayers. Field controls 204 such as select buttons shown in this examplemay be provided in the interface 200 to enable the players to selectindividual player characters to be associated with the players. As alsoshown, indicators 208 may be presented in the interface 200 to indicatethat the selected player characters. As still shown in this example, oneor more player characters may not be available for selection by theplayer at a given point of time; and may be presented as lockedcharacters in the interface 200. Such locked characters may becomeunlocked as the players reach certain milestones (e.g., reach certain XPlevels, accumulated certain amount of coins and/or any othermilestones). As shown, a button 206 may be provided in the interface 200to enable the players to finish selecting the player characters.

FIG. 3 illustrates one example of a player character shown in FIG. 2. Itwill be described with references to FIG. 2. As shown, the playercharacter 202 b as shown in FIG. 2 may have equipment slots 302 on theplayer character 202's body. Virtual items may be assigned by players tothe equipment slots 302 such that the assigned virtual items becomeequipment carried around by the player character 202 in the game space.As illustrated in FIG. 2, the player character 202 b in this example isassociated with an equipment slot in his left hand and a magic staff isassigned to that equipment slot such that the player character carriesthe magic staff in the game space; and is associated with a magic hat inhead slot 302 and a magic headband is assigned to that slot such thatthe player character 202 wears the headband when moves around in thegame space. Also illustrated in this example is that the equipment slots302 (such as belt, right hand as shown in this example) may be emptywithout any virtual items are assigned to them.

Also shown in FIG. 3 is a player character information interface 300presenting various player character information regarding the playercharacter 202. As shown, a basic information pane 304 may be presentedin the player character interface 300 for presenting basic attributesassociated with the player character 202 as illustrated in FIG. 3. Alsoillustrated in this example is a detail player character informationpane 306 for presenting various skills, abilities and/or any othercharacteristics associated with the player character 202.

Returning to FIG. 1, the slot game module 114 may be configured tosimulate, through a slot game interface, a slot game for participationby the players and to generate, for the players, pull outcomes of theslot game. Through the slot game simulated by the slot game module 114,the players may be facilitated to effectuate a rotation of virtual reelssimultaneously or near simultaneously to achieve one or morecombinations of matching symbols in pull outcomes. The rotation of thevirtual reels (i.e., a pull) may be effectuated by the players throughvarious slot plays including, but not limited to, pressing a virtualpull button, placing various bets (e.g., incremental bet, max bet),selecting a multiplier, and/or any other slot play actions. After agiven pull by a player, the virtual reels may stop at a configurationstochastically or quasi-stochastically representing a pull outcome suchthat symbols may statically appear on virtual slots of the visibleportion of virtual reels.

The slot game module 114 may be configured to evaluate symbols in agiven pull outcome and determined winning combinations of the symbolsbased on active paylines associated with a player. The active paylinesassociated with the player may be obtained and/or determined by thepayline module 116, which will be described in further details inconnection with FIGS. 5-7. In some examples, the player may beassociated with two active paylines intersecting each other such thatthe two active paylines share one or more symbols in common. In thoseexamples, the slot game module 114 may be configured to determine thatsuch symbols in common as winning symbol(s).

In some implementations, the slot game simulated by the slot game module114 may be associated with a game space executed and implemented by thegame space module 122, for example via game plots, stories, and/or anyother types of narratives. The symbols associated with the slot gamessimulated by the slot game module 114 may represent various game spaceelements, such as, without limitation, non-player characters includingmonsters, creatures, enemy or friendly combatants, and/or any othernon-player characters, buildings, virtual items, virtual containers,treasures, objects, and/or any other game space elements. As describedherein, the game space elements represented by the symbols associatedwith the slot game may be associated with attributes reflecting variouscharacteristics of these game space elements in the game space.

FIG. 4 illustrates one example of a slot game interface for simulating aslot game in accordance with the disclosure. As shown in this example,the slot game interface may be implemented to facilitate players toparticipate in slot games. As illustrated, the slot game interface 400may include one or more player character slots 402 indicating playercharacters associate with players of the slot game facilitated by theslot game interface 400. As described in FIG. 2, in someimplementations, the player characters 202 appearing in player characterslots 402 may be selected by players through an interface 200. It shouldbe appreciated that although four player character slots 402 are shownin this example, this is not intended to be limiting. In some otherexamples, the number of player character slots 402 may be more or lessthan four.

In any case, as illustrated, the slot game interface 400 may include oneor more virtual reels, such as virtual reels 404 shown in this example.Visual effects of the virtual reels 404 being rotated may be simulatedand presented through the slot game interface 400. As shown, a givenvirtual reel 404 may comprise virtual slots 406. As shown, a number ofvirtual slots 406 on the virtual reels 404 may be presented in the slotgame interface 400 statically to simulate the visual effect that thevirtual reels 404 are stopped at a configuration stochastically orquasi-stochastically as a pull outcome. Also shown in this example isthat individual virtual slots 406 may be associated with symbols suchthat the symbols may be shown in the virtual slots 406 on the visibleportion of virtual reels 404 at the end of a turn. It should beappreciated the number of virtual reels and the number of virtual slotson an individual virtual reel are illustrated merely as a non-limitingexample. In some other examples, such numbers may be more or less thanthose illustrated in FIG. 4.

As shown in this example, the slot game interface 400 may include one ormore buttons 410 to enable the players to place various bets including,without limitation, virtual values, items, credits, real-world money,and/or any other type of bets to affect outcome of the slot gamefacilitated by the slot game interface 400. The bets placed by theplayers as facilitated by the slot game interface 400 may affect variousaspects of an outcome of the slot game, for example such as, but notlimited to, a value of one or more multipliers, symbols that may beplayed (e.g., symbols representing exciting game space elements, wild,scatter), a number of bonus games that may be played, and/or any otheraspects of the slot game. As illustrated, in this example, the betsinclude virtual items such as mana, virtual currencies such as coins,and other type of bets (not shown in this example for clarity). Asshown, indicators 414 may be presented in the slot game interface 400 toindicate amounts of bets a player has placed in the slot game. As alsoshown, the indicators 418 may be presented in the slot game interface todisplay balances of bet-able objects in player accounts associated withplayers. In some implementation, the slot game interface 400 mayfacilitate players to purchase additional bet-able objects, e.g., via astore interface.

Also shown in FIG. 4 is a story window 410 presenting a narrativeregarding a game space associated with the slot game facilitated by theslot game interface 400. As shown, the story window 410 may presentnarrative information indicating a location in the game space associatedwith the slot game. In this example, the slot game is associated with adungeon in the game space with monsters and treasures in the dungeon. Asalso shown, the location of the game space environment associated withthe slot game may be indicated in the slot game interface through title416. It should be understood, although in this example the narrativeinformation about the game space is illustrated as texts, this is notintended to be limiting. In some other examples, such narrativeinformation about the game space may be presented with audio and/orvideo effects, such as, but not limited to, animation, 3D graphics,surround sound, interactive voice, and/or any other audio/video effects.

Returning to FIG. 1, the result module 116 may be configured todetermine, for the players, results of the slot game based on the pulloutcomes generated by the slot game simulated by the slot game module114. For determining results of the slot game, the result module 116 mayevaluate symbols in a given pull outcome and identify winningcombinations of symbols appearing in the given pull outcome. The resultsdetermined by the result module 116 may include various types, such as,without limitation, attribute change type of results wherein the resultsmay effectuate modification one or more attributes of one or more playercharacters, payout type of results wherein the results may effectuatedistribution of payouts to the player, slot game adjustment type ofresults wherein the result may trigger various aspect adjustment of theslot game such as, but not limited to, modification of the modifier,increasing the number of active paylines, improvements to odds (real orperceived) and/or any other types of slot game aspect adjustment, bonusgame type of results wherein the results may trigger one or more bonusgames, free pulls, a jackpot won, and/or any other bonuses, gameplaytype of results wherein the results may determine specific gameplays tobe implemented in a game space associated with the slot game and/oroutcomes of such gameplays (e.g., damage incurred or received, movementstriggered, objects collected and/or any other outcomes), and/or anyother types of results in a pull outcome. For example, a winningcombination of symbols in the pull outcome may represent an attributeboost to a specific attribute associated with the player character(s).For instance, a combination of symbols graphically depicting power signsmay represent an amount of attack power boost, e.g., 100 points boost tothe attack power of a given player character associated with the playerfor 5 slot turns. In another example, some winning combinations ofsymbols in the pull outcome may represent game space elements in a gamespace associated with the slot game. In that example, one or moregameplays may be triggered to be implemented in the game space as theresult of the player achieving such winning combinations of symbols.Further details about the implementation of such winning combinations ofsymbols and the game space will be described in connection with the gamespace module 122.

In some implementations, the result module 116 may identify the winningcombinations of symbols by evaluating the symbols across various lines,i.e., paylines on the virtual reels. As used herein, a payline mayinclude a line that connects at least two virtual slots on one or morevirtual reels, such as the virtual slots 406 on virtual reels shown inFIG. 4. In some implementations, the payline may specify a direction inwhich symbols on the payline may be evaluated, for example, withoutlimitation, left to right, right to left, top to down and/or any otherdirections. In some implementations, for determining which result(s) maybe awarded according to the winning combinations of the symbols on thepayline, the result module 116 may consult a payline table, which mayspecify associations between the winning combinations of symbolsappearing on the payline and corresponding results. For example, thepayline table may specify that a given payline is associated with Xnumber of specific winning combinations that may be formed by thesymbols appearing on the given payline; and the individual combinationsof the winning symbols correspond to one or more results.

In certain situations, the result module 116 may identify more than onewinning combinations of symbols achieved by a player on the givenpayline in the pull outcome. In some implementations, the result module116 may be configured to select one result from the multiple resultsachieved by the player on the given payline for one or more awards: forexample, the result module 116 may select the best two results (e.g.,the biggest payout, the biggest increase of player character attribute)to be awarded to the player.

FIGS. 5-6 illustrate, in a given pull outcome, multiple results onmultiple paylines may be determined by the result module 116. FIG. 5illustrates one example of multiple paylines in a pull outcome of theslot game shown in FIG. 4. It will be described with references to FIG.4. As shown, paylines 502 may connect virtual slots 406 of the virtualreels 404. Along the paylines 502, symbols appearing on the virtualslots 406 at the end of a pull may be evaluated for identifying winningcombinations of symbols. As shown, a given payline 502 may specify adirection by which the symbols on the given payline may be evaluated. Itshould be appreciated that although only three paylines 502, i.e., 502a,b,x are shown in FIG. 5, this is merely illustrative. It should beunderstood that in other examples, the number of paylines may beassociated with the slot game may be more or less than 3.

FIG. 6 illustrates one example of multiple results in a pull outcome ofthe slot game shown in FIG. 4. It will be described with references toFIGS. 4-5. As shown, results 602 corresponding to individual paylines inthe slot game, such as the paylines shown in FIG. 5 may be determined bythe server 102, e.g., via the result module 116. As illustrated, theindividual payline 502 may have a corresponding result 602 providing anaward to a player of the slot game. As shown, the multiple awards mayinclude an amount of payouts (e.g., coins) to the player, such as result#1 shown in FIG. 6. As illustrated, the application of result #1 maydepend on application of other results in the pull outcome, e.g., suchas the result #2 and #X shown in this example. As illustrated, such adependency may be effectuated by server 102 by including results #2 and#X in the application of result #1, e.g., through a formula as shown. Inthis example, the application of result #1, e.g., determination of anamount of coins to be distributed to the player may depend on a skillassociated with a player character, a level of the player characterand/or any other criteria. As shown, result #2 corresponds to payline502 b in this example, and awards 200 lock picking skill points, whichmay affect (e.g., increase) the lock picking skill level of the playercharacter as will be described in further details in FIGS. 7A-B. As alsoshown, result #x corresponds to payline 502 x in this example, andawards 500 XP points to the player character, which may improve thelevel of the player character.

Returning to FIG. 1, the order module 118 may be configured to obtainorders for applying results in a given pull outcome. The orders obtainedby the order module 118 may specify temporal sequences by which theresults in the given pull outcome may be applied. As such, the ordersobtained by the order module 118 may dictate a timing by which theresults in the given pull outcome may be applied. In someimplementations, the orders obtained by the order module 118 may specifytemporal sequence for applying different types of individual results inthe given pull outcome. By way of a non-limiting example, in thoseimplementations, a given order obtained by the order module may specifythat the attribute adjustment type of results in a pull outcome shouldbe applied before payout type of results in the pull outcome; gameplaytype of results should be applied before the attribute adjustment typeof results; slot game adjustment type of results (e.g., changing themodifier) should be applied before the payout type of results; and soon.

In some implementations, the orders obtained by the order module 118 maybe deterministic or quasi-deterministic such that they may be criteriabased. That is, in those implementations, whenever the same criteria ispresent in the slot game, game space, and/or externally, the same orsubstantially same orders of applying results in the pull outcome may beobtained by the order module 118. For example, in one embodiment, theorders obtained by the order module 118 may be based on a level of agiven player character having a specific class, e.g., mage. In thatembodiment, the orders obtained by the order module 118 may specify afirst temporal sequence for applying the results in the pulloutcome—e.g., any attribute increase type of results in a given pulloutcome should be applied before any payout type of results in the givenpull outcome) when the mage is at level 5 or below; and may specify asecond temporal sequence for applying the results in the pulloutcome—e.g., any attribute increase type of results in the given pulloutcome should be applied after any payout type of results in the givenpull outcome when the mage is at level 6 or above. In this way, theorders for applying the results in the given pull outcome may bedeterministic such that the player may predict how the results in thegiven pull outcome may be applied based on relevant criteria.

Some examples of such criteria may include, without limitation, a level,class, race, one or more skills, one or more abilities, one or moreitems and/or any other aspects associated with one or more playercharacters; a condition in the slot game—e.g., achieving a winningcombination of symbols to trigger a different order for applying theresults for 5 slot turns; for every milestone amount of experiencepoints achieved in the slot game, a new and different order for applyingthe results in a pull outcome may triggered; for every milestone amountsof virtual currencies or credits accumulated in the player account, anew and different order for applying the results may be triggered,and/or any other conditions; a state of the game space—e.g., to freeze amonster for a number of turns and during those turns, a different orderfor applying the results in the pull outcome may be used; for everymilestone number of monsters killed in the game space, a new anddifferent order for applying the results may be trigged; for every stageentered in the game space, a new and different order for applying theresult may be trigged; breaking into a building to trigger a differentorder and/or any other game state; and/or any other criteria.

In some implementations, the order module 118 may be configured toobtain the orders for applying results in a pull outcome from a givenplayer, e.g., via a graphical interface. In those implementations, thegiven player may be enabled to directly select specific order or ordersfor applying the results in a pull outcome; or may be enabled to selectone or more aspects of the slot game and/or the game space that mayaffect the order(s) for applying results in a given pull outcome; and/ormay be enabled to manipulate the orders for applying the results in thepull outcome in any other ways. In one embodiment, a graphical interfaceis implemented on a client computing platform associated with the givenplayer such that the given player may select an order for applying theresults in the pull outcome, e.g., an interface presenting a list ofpotential orders for aggregating the results and the player may selectone or more orders from that list. In another embodiment, a graphicalinterface is implemented such that the player is facilitated to elect adifficulty level for the slot game (e.g., easy, medium, difficult,impossible, and/or any other difficulty level) and the difficulty levelselected by the player may correspond to an order or orders for applyingthe results in a pull outcome. In some examples, the order(s) forapplying the results may be for purchase by the player such that theplayer may spend virtual consideration (e.g., virtual currencies,real-world money, credits and/or any other values associated with thegame space) to select an order for aggregating the results in a givenpull outcome.

In some examples, the orders obtained by the order module 118 for agiven player may be based on player character(s) or a configuration ofthe player characters. For example, orders for applying the results byresult types may be based on level, class, race, skills, items,equipment, abilities and/or any other attributes associated with one ormore player characters. For instance, if a player character is at belowlevel 5 and is of a mage class, the order(s) obtained by the ordermodule 118 for the given player may specify that payout type of resultsin a pull outcome should be applied first and before any other types ofresults in the pull outcome; and if a player character is at above level5 and is of the mage class, the order(s) obtained by the order module118 for the given player may specify that payout type of results in apull outcome should be applied last and after any other types of resultsin the pull outcome. In some examples, the order(s) obtained by theorder module 118 for the given player may be based on a configuration ofplayer characters associated with the given player—e.g., a party. Forexample, if the player characters associated with the given playercomprise a mage and fighter, a first order for applying the results in agiven pull given outcome may be obtained by the order module 118 for thegiven player; if the player characters associated with the given playercomprise a mage, fighter and a thief, a second order for applying theresults in the given pull given outcome may be obtained by the ordermodule 118 for the given player; if the player characters associatedwith the given player comprise a mage, fighter, a thief and a dwarf, athird order for applying the results in the given pull given outcome maybe obtained by the order module 118 for the given player; and so on.

The aggregate result module 120 may be configured to aggregate theresults determined by the result module 116 by applying the ordersobtained by the order module 118. The result aggregation by theaggregate result module 120 may involve applying individual results in apull outcome in the time sequence specified in accordance with an orderor orders obtained by the order module 118. In some implementations, forthe result aggregation, the aggregate result module 120 may apply anindividual result directly in accordance with, for example a formula,programming rules, a specification and/or any other application rulesassociated with the individual results. For example, for applying apayout type of results, the aggregate result module may apply payoutformulas associated with such results and determine amounts of payoutsto be distributed to players. In some implementations, the aggregateresult module 120 may apply the individual results by effectuatingapplication of components within the individual results. For example, anindividual gameplay type of results may include multiple gameplays forimplementation in the game space associated with the slot game. In thatexample, the aggregate result module 120 may effectuate those gameplaysby transmitting control inputs to, for example the game space module 122for implementation of the gameplays in the game space.

In any case, the aggregate result module 120 may aggregate results inthe pull outcome by applying an order or orders obtained by the ordermodule 118. As described above, in some implementations, the order(s)obtained by the order module may specify a temporal sequence forapplying different types of results in the pull outcome. FIGS. 7A-Billustrate examples of aggregating a set of results in a pull outcome byapplying different orders. FIG. 7A illustrates one example ofaggregating results shown in FIG. 6 by applying a first order. It willbe described with references to FIG. 6. As shown in this example, afirst order 702 may be obtained by the server 102, for example via ordermodule 118 for aggregating the results 602 shown in FIG. 6. As alsoshown, player character information 704 may be obtained for aggregatingthe results 602. As described above, in some examples, such as in thisexample the order for aggregating the results 602 may be based oncriteria such as the class, level, skill, and/or any other aspectsregarding the player character. In this example as shown, the firstorder 702 a may specify any payout type of results should be appliedbefore any attribute increase type of results. Accordingly, as shown, inthis example, the server 102, e.g., via the aggregate result module 120applies results 1, 2, X in the that order since result 1 is of a payouttype and results 2 and X are of an attribute increase type. Asillustrated, in accordance such an order, the sever 102, e.g., viaaggregate result module 120 applies result 1 first based on the payoutformula associated with result 1 shown in FIG. 6 and determines theamount of the payout awarded by result 1 should be 600 coins by pluggingthe player character level (3) and lock picking skill level (2) in theformula as shown. As also shown, the sever 102, e.g., via aggregateresult module 120 applies result 2 and X subsequently. As shown, thelock picking skill level and the overall level of the player characterboth increased due to the application of results 2 and X. However, theapplication of results 2 and x does not affect the application of result1 since the application of result 1 has been made before the results 2and X are applied. As shown, the server 102 in this example determinesthe amount of the payout awarded by result 1 should be 600 coins byplugging the player character level (3) and lock picking skill level (2)in the formula as shown. As also shown, the sever 102, e.g., viaaggregate result module 120 applies result 2 and X subsequently. Asshown, the lock picking skill level and the overall level of the playercharacter both increased due to the application of results 2 and X.However, the application of results 2 and x does not affect theapplication of result 1 since the application of result 1 has been madebefore the results 2 and X are applied.

FIG. 7B illustrates one example of aggregating the results shown in FIG.6 by applying a second order. As shown in this example, a second order702 b may be obtained by the server 102, for example via order module118 for aggregating the results 602 shown in FIG. 6. As also shown,player character information 704 may be obtained for aggregating theresults 602. In this example as shown, in contrast to the first order702 a shown in FIG. 7A, the second order 702 b may specify any payouttype of results should be applied after any attribute increase type ofresults. Accordingly, as shown, in this example, the server 102, e.g.,via the aggregate result module 120 applies results 2, X, 1 inaccordance with second order 702 b since result 1 is of a payout typeand results 2 and X are of an attribute increase type. As illustrated,in accordance second order 702 b, the sever 102, e.g., via aggregateresult module 120 applies results 2 and X first by applying the awarded200 lock picking points to the player character (result 2), whichincreased the level of the player character's lock picking skill fromlevel 2 to level 3; and applying the awarded 500 XP points to the playercharacter (result X), which increased the overall level of the playercharacter. Subsequent to the applications of results 2 and X, the server102, e.g., via the aggregate result module 120 applies result 1 inaccordance with the order 702 b in this example. As shown, since theapplication of result 1 depends on applications of results and X asspecified by the formula associated with result 1, the application ofresult 1 resulted in a bigger payout, i.e., 1200 coins to the player incomparison to the 600 coins payout determined in FIG. 7A. Thisillustrates aggregating the results in a pull outcome by differentorders may lead to different awards (e.g., payouts) to the player.

Returning to FIG. 1, in some implementations, the server 102 may includea game space module 122 be configured to apply the slot game resultsdetermined by the result module 116 based on the orders obtained by theorder module 118 for implementing instances of a game space associatedwith the slot game. In those implementations, based on the combinationof symbols appearing on the active paylines associated with a player asdetermined by the payline module 116, the game space module 122 may beconfigured to determine states of the game space communicated (e.g., viatextual data, visual data, object/position data, and/or other stateinformation) from server 102 to client computing platforms 104 forpresentation to users. A given game space state determined andtransmitted to a given client computing platform 104 may correspond to adescription, a representation, a view and/or any other suitable form forpresenting the player characters via the given client computing platform104 at a given point of time in the game space. The given game spacestate determined and transmitted to the given client computing platform104 may correspond to a location or locations from which a scene in thegame space takes place. Within such a scene, creatures, monsters, items,treasures, buildings and/or any other game space elements may occupyvarious positions in the location(s) corresponding to the scene. In someimplementation, the given state of the game space may be presented in aslot game interface implemented on client computing platform 104, suchas the slot game interface shown in FIG. 4.

Within the instance of the game space, players may participate in thegame space through player characters to experience the game space. Insome examples, the gameplays in the instance of the game space mayinvolve, without limitation, exploring the game space, encountering andfighting the creatures, monsters, and/or any other game space elements,collecting and amassing virtual currencies, resources, treasures,real-world money and/or any other values, interacting with non-playercharacters, and/or any other types of gameplays.

The instance of the game space and/or the game that takes place thereinmay be persistent. That is, the game space may continue on whether ornot individual players are currently logged in and/or participating inthe game space. A player that logs out of the game space and then logsback in some time later may find the game space has been changed throughthe interactions of characters not controlled by the player with thegame space during the time the player was logged out. These changes mayinclude changes to the simulated physical space of the game space,changes in the player's inventory, changes in other users' inventories,changes experienced by characters not controlled by the player, and/orother changes.

The instance of the game space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platforms 104)that present the description, representation, views and/or any otherforms of presentation of the game space to a user, for example in theslot game interface shown in FIG. 4. The simulated space may have atopography, express ongoing real-time interaction by one or moreplayers, and/or include one or more objects positioned within thetopography that are capable of locomotion within the topography. In someinstances, the topography may be a 2-dimensional topography. In otherinstances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which state of the game space isdetermined by game space module 122 is not intended to be limiting. Thegame space module 122 may be configured to express the game space in amore limited, or richer, manner. For example, views determined for thegame space representing the state of the instance of the game space maybe selected from a limited set of graphics depicting an event in a givenplace within the game space. The views may include additional content(e.g., text, audio, pre-stored video content, and/or other content) thatdescribes particulars of the current state of the place, beyond therelatively generic graphics. For example, a view may include a genericbattle graphic with a textual description of the opponents to beconfronted. Other expressions of individual places within the game spaceare contemplated.

The instance of the game space executed by the game space module 122 maycomprise characters not associated with any player. As used herein, suchcharacters in the instance of the game space are referred to as“non-player characters”. Examples of non-player characters may include,without limitation, monsters, magic creatures, mercenaries, merchants,villagers, priests, and/or any other characters not associated with anyplayer in the game space. Certain traits, attributes and/orcharacteristics may be manifested by, possessed by and/or otherwiseassociated with the non-player characters. As an illustration, thetraits, attributes and/or characteristics associated with non-playercharacters may include level, size, origin, race, type, class,experience points (XP), vitality attributes (e.g., hit points, health,stamina, strength and/or any other vitality attributes), variousabilities, skills and/or any other acquired acumens, attack powers(e.g., as satiated by type, action(s) enabled, recharge, reach, range,area, target, attack bonus, target defense and/or any other aspects thatmay be associated with attack powers), and/or other traits, attributesand/or characteristics associated with such characters. Suchcharacteristics associated with non-player characters may be representedby natural numbers. For example, a monster may have 100 hit points, 50attack power points, 2 units of attack range, and so on. Some non-playercharacters may be associated with virtual currencies, treasures, items(e.g., mystery boxes, equipment scrolls, and/or any other virtualitems), resources, objects, real-world money, credits and/or any othervalues associated with the game space. For example, the monsterdescribed above may be associated with a coin bag consisting of 100coins and a magic knife has 5 gem sockets. Such values associated withnon-player characters may be collected by the players upon maturation ofcertain conditions. For examples, the bag of 100 coins and the magicknife associated with the monster and may be collected by the playeronce the hit points of the monster reaches 0.

Within the instance of game space executed by the game space module 122,player characters associated with the player of the slot game mayinteract with game space elements. For example, the player charactersmay encounter game space elements such as, without limitation,non-player characters including monsters, creatures and/or any othernon-player characters, objects, buildings, virtual items, virtualcontainers (e.g., mystery boxes) and/or any other game space elements.For example, a given player character may encounter a group of monstersat a location within the game space, e.g., in a dungeon. Such anencounter may take place as directed by pull outcomes of slot gamedescribed herein. For example, a combination of symbols appearing on anactive payline in a pull outcome may represent a group of monsters (twoor more) in the game space; and the combination of the symbols mayresult in the encounter between the player character and the group ofmonsters in the game space. In some examples, such combat encounters mayin turn result in one or more combative actions between the playercharacters and the group of monsters.

However, not all encounters between the player characters and thenon-player characters may result in combat actions described above. Insome examples, the encounters between the player characters and certainnon-player characters may result in non-combat actions which maytrigger, for example a quest challenge, a skill challenge and/or anyother types of challenges. For example, a given player character mayencounter a sage in the game space (e.g., as directed by a combinationof symbols appearing on an active payline graphically representing themage) and the sage may challenge the player character to collect 5000coins in the next hour for a rare virtual item in the game space. Suchnon-combative encounters typically result in awards. The awards mayinclude virtual currencies, items, resources, objects, real-world money,credits and/or any other values associated with the game space.

In some implementations, the game space module 122 may be configured toimplement the game space by determining a state of the game space at agiven time. This may involve implementing results of encounters, quests,skill challenges, treasure collection and/or any other gameplays in thegame space. The state change of the game space determined by the gamespace module 122 may include state change(s) of one or more playercharacters in the game space. For example, a state change of a givenplayer character may be based on a result of an action between the givenplayer character and a monster during a combat encounter in the gamespace. The state change of the given player character may includeadjustments of one or more attributes associated with the playercharacters. By way of non-limiting example, the state change of theplayer character during the combat encounter may include a change in hitpoints, strength, stamina, virtual items and/or any other attributesassociated with the given player character (e.g., reduced) as a resultor results of the combat encounters.

The state change(s) determined by the game space module 122 may includestate changes of non-player characters, buildings, objects, and/or anyother elements in the game space not associated with players. Forexample, the combat encounter between the given player character and thegroup of monsters described above may result in reduction in certainattributes associate with the monsters, such as hit points of themonsters and/or any other attributes associated with the monsters. Forinstance, the game space module may determine that the player characterincurred 40 hit point loss on the monsters and the monsters' hit pointsthus are reduced by 40. In another example, integrity, e.g., alsomeasured by hit points of a building the game space may be reduced by anattack action by the given player character in the game space: forexample, the given player character threw flames at the building andreduces hit points of the building. In various implementations, the gamespace elements (including player characters) may be eliminated from thegame space when the game space module 122 determines the state change ofthese game space elements cause some attributes associated with thesegame space elements to reach 0 or below. For example, the playercharacter may be eliminated (e.g., killed) in the game space if the hitpoints associated with the player character reaches 0 or below; amonster may be eliminated from the game space if the hit pointsassociated with the monster reaches 0 or blow; and a building may beeliminated (e.g., demolished or removed) from the game space if the hitpoints associated with the building reach 0 or below, and so on. In someexamples, the game space module 122 may increase or decrease balancesof, for example virtual currencies, credit, real world money and/or anyother values associated with the players based on the state change(s)determined by the game space module 122. For instance, a given playercharacter may pick up treasures dropped by a monster after the monsteris killed during a combat encounter between the player character and themonster. In that instance, the treasures (e.g., virtual currencies likegems) may be added to an account associated with the player.

Within the instance of the game space executed by the game space module122, virtual currencies, items, resources, objects, real-world money,credits and/or any other values associated with the game space may beprovided available in various ways. For example, a monster may beassociated with such values such that when the monster is killed in acombat encounter by a play character, the values associated with themonster (e.g., a bag of coins) may be collected by the play character.In some examples, such values may be available in the game space simplyfor the player character to collect. That is, in those examples, suchvalues may be encountered by the player character, e.g., via symbols ofthe slot games, and result in being collected by the player character.In some examples, to collect the values, requirements, such as skill,ability, level, experience points, and/or any other requirements may beimposed on the player character. For example, a mystery box collected bythe player after a slot play may require a level 2 lock picking skill bya player character associated with the player. In that example, such amystery box may not be opened until the player character acquires thelevel 2 lock picking skill.

The game space module 122 may be configured to apply the slot gameresults determined by the result module 116 based on the orders obtainedby the order module for implementing instances of a game space. Forexample, a given result in a given pull outcome may comprise acombination of symbols, which may represent various game space elements,game actions, virtual objects, values and/or any other componentsassociated with the game space. Such a result in the given pull outcomemay trigger implementation of one or more gameplays in connection withthe winning combination of symbols.

In some implementations, one or more symbol-gameplay table(s) may beused to specify associations between combinations of symbols appearingon active paylines in the pull outcomes and corresponding gameplays thatmay be implemented in the game space by the game space module 122. Insome examples, the combination of symbols in the pull outcomes mayrepresent game space elements, such as non-player characters includingmonsters, creatures, and/or any other non-player characters, buildings,virtual items, virtual containers (e.g., mystery boxes), objects, and/orany other game space elements. These game space elements may beassociated with various attributes in the game space, such as, but notlimited to, health, hit points, defense, attack power, specialabilities, armor class, virtual values associated with the game spaceelements (e.g., “loot”), and/or any other character attributes.

For example, the winning combination of symbols may represent non-playercharacters such as, without limitation, creatures, monsters, AI enemies,and/or any other non-player characters in the game space, and maytrigger an encounter between the player character and the non-playercharacters represented by the winning combination of symbols. In anotherexample, the winning combination of symbols may represent actions in thegame space such as, without limitation, dealing damages to one or morespecific targets, performing one or more maneuvers in the game space,entering a building, attacking a building, and/or any other gameactions, and may trigger one or more gameplays involving the gameactions represented by the winning combination of symbols in the gamespace. In another example, the winning combination of symbols mayrepresent virtual currencies, items, resources, virtual containers(e.g., mystery boxes), objects, real-world money, credits and/or anyother values associated with the game space, and trigger the playercharacter to collect these values represented by the winning combinationof symbols in the game space.

FIGS. 8-9 illustrate some examples of slot game results that may triggergameplays in a game space. FIG. 8 illustrates various examples of thesymbols shown in FIGS. 4-5. It will be described with references toFIGS. 4-5. As shown in FIG. 6, symbols 802 may be associated with theslot game facilitated by the slot game interface shown in FIG. 4. Asillustrated, a given symbol 802 may represent a game space element, suchas a non-player character including monster, creature, and/or any othernon-player character, a building, a virtual item, an object, and/or anyother game space elements. Such representation may include still artgraphics, animation, video, 2D images, 3D images, and/or any other typesof representation. The game space elements represented by the symbols802 may be associated with attributes in the game space as describedherein. These attributes may be determined and/or specified by players,provider, administrator, moderator, and/or any other entities related tothe game space. FIG. 8 illustrates one example for specifying theattributes of the game space elements representing the symbols 802 usingtables 804.

In this example, a table 802 a is illustrated for specifying variousattributes associated with various monsters representing some symbols802. As illustrated, the monsters representing symbols 802 may beassociated with attributes like health, damage, defense, loot and/or anyother attributes. The loot attribute or similar attributes may be usedto specify virtual currencies, items, resources, objects, real-worldmoney, credits and/or any other values associated with the monsters suchthat these values may be provided (e.g. dropped by the monster) toplayers after the players defeat the monsters.

In this example, a table 804 b is illustrated for specifying variousattributes associated with various buildings in the game spacerepresenting some symbols 802. The buildings may include rooms, cities,cabins, caves, castles, and/or any other open or closed structureswithin the game space. As illustrated, the buildings representingsymbols 802 may be associated with attributes like health, damage,defense, loot and/or any other attributes. The loot attribute or similarattributes may be used to specify virtual currencies, items, resources,objects, real-world money, credits and/or any other values associatedwith the buildings such that these values may be provided (e.g.available for collection inside the buildings) to players after theplayers break defenses (e.g., reduce building health 0 or below, defeatmonsters guarding the buildings) of the buildings.

In this example, tables 804 c are illustrated for specifying variousattributes associated with various virtual items in the game spacerepresenting some symbols 504. As shown, items representing some symbols802 such as healing potions, coin bags, mystery boxes, scrolls throughwhich new skills may be acquired, wisdom pills, and/or any other itemsmay be associated with relevant attributes. For example, differenthealing potions may be associated with numbers of hit points they canhelp player character restore; different coin bags may be associatedwith different amounts of coins provided through the coin bags.

FIG. 9 illustrates various examples of gameplays that may be implementedin a game space as results of the slot game shown in FIG. 4. As shown inFIG. 9, in some implementations, symbol-gameplay table 900 may be usedto for implementing gameplays in the game space based on results 602 ina pull outcome of the slot game. As shown, the symbol-gameplay table 900may specify associations between combinations of symbols 802 appearingon active paylines 804 and corresponding gameplays 902. As illustrated,in this example, a combination of a first symbol #1 appearing on slot1,1 and a second symbol #1 appearing on slot 2,1 on active payline 502 amay correspond to a gameplay #1 in the game space such that achievingthis combination of symbols #1 in the pull outcome may effectuategameplay #1 in the game space. In some examples, this combination ofsymbols #1 may represent a group of monsters in the game space, and thecorresponding gameplay #1 may involve a combat encounter between one ormore player characters associated with a player in the game space. Inthose examples, in accordance with the symbol-gameplay table shown,achieving this combination of symbols #1 in the slot game by a playermay effectuate a combat encounter between player character and the groupof monsters represented by the combination of symbols #1 in the gamespace. It should be appreciated that the combination of symbols 802 maynot necessarily comprise matching symbols (e.g., same symbols across apayline 502). As shown in this example, some combinations of symbols mayinclude different symbols: for instance, as illustrated a combination ofsymbols 802 may include symbol #1 appearing on slot 1,1, and symbol #2appearing on slot 1,2 on payline 502 a, wherein the symbols #1 and #2are distinct and different. For example such a combination of differentsymbols may represent a group of different kinds of monsters (e.g., agoblin represented by symbol #1 and a ghoul represented by symbol #2),specific action on a target (e.g., a goblin represented by symbol #1 anda damage sign represented by symbol #2 indicating an amount of damage isto be dealt to the goblin), a monster having an item in its possession(e.g., symbol #1 represents a goblin and symbol #2 represents a silverbag of coins such that symbols #1 and 2 in combination represent thegoblin carries a silver bag of coins), and/or any other configurationsof game space elements however desired.

Also illustrated in FIG. 9 are a set of results 602 in a given pulloutcome that may trigger corresponding gameplays 902 to be implementedin the game space. The results 602 may be determined by the server 102,e.g., via the result module 116 as described herein. As shown, in thisexample, result #1 in the given pull outcome triggers an implementationof gameplay #1 in the game space, e.g., combat with a monster in thegame space; result #2 in the given pull outcome triggers animplementation of gameplay #25 in the game space, e.g., pick up amystery box and collect contents of the mystery box in the game space;and result #x in the given pull outcome triggers an implementation ofgameplay #X in the game space, e.g., pickup a bottle, and drink contentsof the bottle. As will be illustrated in FIGS. 10A-B, the server 102,e.g., via the game space module 122 may implement these gameplays byapplying orders, e.g., as obtained by the order module 118 describedherein.

FIG. 10A illustrates one example of implementing gameplays correspondingto results shown in FIG. 9 in a game space associated with the slot gameby applying a first order. In this example, as shown, a game stateinformation table 1002 reflects a state of the game space beforeaggregating the results 602. As shown, for aggregating the results 602,the server 102, e.g., via the order module 118 may obtain a first order1004 a, which may be based on one or more factors, such as, but notlimited to, one or more attributes of the player character(s) associatedwith the player, a difficulty level associated with the game spaceand/or the slot game, a specification by the player specifying theorder, and/or any other factors. For instance, the order 1004 a may bebased on the level, class, race, one or more skills, one or more virtualitems, and/or any other attributes of the player character (s): e.g.,the order 1004 a may be based on that a given play character is at acertain level, has a class, has acquired certain skills, has achievedcertain experience level, and/or any other factors about the givenplayer character in the game space. In another instance, the order 1004a may be based on a difficulty level (e.g., easy) selected by the playerfor the game space and/or the slot game. In still another instance, theorder 1004 a may be based on an order specified by the player through agraphical player interface (e.g., the player in that instance may havespecified implementing the combat type of gameplays before applyingobject collection type of gameplays).

In any case, as shown in FIG. 10A, the order 1004 a in this example,specifies that result 1, 2 and X should be aggregated by that order,i.e., the first order temporally. FIG. 10A illustrates that based on thefirst order 1004 a in this example, the server 102 aggregates theresults 602 for implementation in the game space, e.g., via theaggregate result module 120. As shown, for arriving at the aggregatedresults 1006 a, the server 102 first applies result #1 in accordancewith the first order 1004 a. In this example, the application of result#1 involves determining a result of the gameplay #1 combat between theplayer character and monster #1 (e.g., represented by the winningcombination of symbols associated with result #1 as shown in FIG. 8). Asillustrated, based on the state of the player character (e.g., itsattack power, attack range, and/or any other factors), the state of themonster #1 (e.g., its defense, attack power, and/or any other factors),and/or any other statistics relevant to the determination of the resultof the combat between the player character and monster #1, the server102 may determine the result for such a combat as illustrated.Subsequent to the application of result #1, the server 102 may thenapply results 2 and X, which involve determining results for gameplay#25 and gameplay #X respectfully as illustrated. As shown, theapplication of results 25 and X do not affect the application of result1 in this example, since result 1 has been applied by server 102 beforeapplying results 2 and X. The server 102, e.g., via the game spacemodule 122 may implement game plays #1, 25 and X corresponding to theresults 602 in the pull outcome in the game space. The game stateinformation table 1008 a illustrates the game state after theimplementation of those gameplays in the game space.

FIG. 10B illustrates one example of implementing gameplays correspondingto results shown in FIG. 9 in a game space associated with the slot gameby applying a second order. As shown in this example, the server 102 mayobtain, e.g., via the order module 118 a second order 1004 b, differentfrom the first order 1004 a shown in FIG. 10a . In this example, theorder 1004 b specifies that gameplays corresponding to the results 602should be aggregated by the second order 1004 b such that results 602#2, #X and #1 should be applied in that temporal sequence. Asillustrated, in accordance with the order 1004 b, the server 102, e.g.,via the aggregate result module 120 applies results #2 and #X first. Asalso illustrated, the server 102 in this example then applies result #1by determining the result of the combat between the player character andmonster #1 in the game space. As illustrated, in comparison withaggregate results 1006 a shown in FIG. 10A, the aggregate results 1006 bare different even though the same results are applied in both cases.This is because the orders for applying these results are different.Such a difference is also reflected in the game state information 1008 bshown in FIG. 10B.

The server 102, client computing platforms 104, and/or externalresources 106 may be operatively linked via one or more electroniccommunication links. For example, such electronic communication linksmay be established, at least in part, via a network such as the Internetand/or other networks. It will be appreciated that this is not intendedto be limiting, and that the scope of this disclosure includesimplementations in which servers 102, client computing platforms 104,and/or external resources 106 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 106, and/or provide other functionalityattributed herein to client computing platforms 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

The external resources 106 may include sources of information, hostsand/or providers of virtual environments outside of system 100, externalentities participating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 106 may be provided by resources included in system100.

The server 102 may include electronic storage 110, one or moreprocessors 108, and/or other components. The server 102 may includecommunication lines, or ports to enable the exchange of information witha network and/or other computing platforms. Illustration of server 102in FIG. 1 is not intended to be limiting. The server 102 may include aplurality of hardware, software, and/or firmware components operatingtogether to provide the functionality attributed herein to server 102.For example, server may be implemented by a cloud of computing platformsoperating together as server 102.

Electronic storage 110 may comprise electronic storage media thatelectronically stores information. The electronic storage media ofelectronic storage 110 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 102and/or removable storage that is removably connectable to server 102via, for example, a port (e.g., a USB port, a firewire port, etc.) or adrive (e.g., a disk drive, etc.). Electronic storage 110 may include oneor more of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. The electronicstorage 110 may include one or more virtual storage resources (e.g.,cloud storage, a virtual private network, and/or other virtual storageresources). Electronic storage 110 may store software algorithms,information determined by processor 108, information received fromserver 102, information received from client computing platforms 104,and/or other information that enables server 102 to function asdescribed herein.

Processor(s) 108 is configured to provide information processingcapabilities in server 102. As such, processor 108 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 108 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor may include a plurality of processing units.These processing units may be physically located within the same device,or processor 108 may represent processing functionality of a pluralityof devices operating in coordination. The processor 108 may beconfigured to execute modules 112, 114, 116, 118, 120, 122. Processor108 may be configured to execute modules 112, 114, 116, 118, 120, 122 bysoftware; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor 108.

It should be appreciated that although modules 112, 114, 116, 118, 120,122 are illustrated in FIG. 1 as being co-located within a singleprocessing unit, in implementations in which processor 108 includesmultiple processing units, one or more of modules 112, 114, 116, 118,120, 122 may be located remotely from the other modules. The descriptionof the functionality provided by the different modules 112, 114, 116,118, 120, 122 described below is for illustrative purposes, and is notintended to be limiting, as any of modules 112, 114, 116, 118, 120, 122may provide more or less functionality than is described. For example,one or more of modules 112, 114, 116, 118, 120, 122 may be eliminated,and some or all of its functionality may be provided by other ones ofmodules 112, 114, 116, 118, 120, 122. As another example, processor maybe configured to execute one or more additional modules that may performsome or all of the functionality attributed below to one of modules 112,114, 116, 118, 120, 122.

FIG. 11 illustrates one exemplary method 1100 for aggregating results ina slot game. The operations of method 1100 presented below are intendedto be illustrative. In some embodiments, method 1100 may be accomplishedwith one or more additional operations not described, and/or without oneor more of the operations discussed. Additionally, the order in whichthe operations of method 1100 are illustrated in FIG. 11A and describedbelow is not intended to be limiting.

In some embodiments, method 1100 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 1100 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 1100.

At an operation 1102, player character information regarding playercharacters associated with players in a slot game may be managed. Theplayer character information managed in operation 1102 may indicate,without limitation, name, level, race, class, size, age, gender, height,weight, alignment, deity, abilities, skills, health, attack, defense,sense, magic spells, language, movement, speed, and/or any otherattributes associated with the player characters. The player characterinformation managed in operation 1102 may include player characterinformation regarding a first player character associated with a firstplayer. In some implementations, operation may be performed by a playercharacter module the same as or similar to player character module 112(shown in FIG. 1 and described herein).

At an operation 1104, a slot game may be simulated. In someimplementations, operation 1104 may be performed by a slot game modulethe same as or similar to slot game module 114 (shown in FIG. 1 anddescribed herein).

At an operation 1106, a pull outcome may be generated for a first playerin the slot game simulated in operation 1104. The pull outcome generatedin operation 1106 may include stochastic configuration of symbolsrepresenting game space elements such as non-player characters, virtualitems, virtual containers (e.g., mystery boxes), buildings, and/or anyother game space elements. In some implementations, operation may beperformed by a slot game module the same as or similar to slot gamemodule 114 (shown in FIG. 1 and described herein).

At an operation 1108, results in the pull outcome generated in operation1106 may be determined. The results determined in operation 1108 mayinclude various types, such as, without limitation, attribute changetype of results wherein the results may effectuate modification one ormore attributes of one or more player characters, payout type of resultswherein the results may effectuate distribution of payouts to theplayer, slot game adjustment type of results wherein the result maytrigger various aspect adjustment of the slot game such as, but notlimited to, modification of the modifier, increasing the number ofactive paylines, improvements to odds (real or perceived) and/or anyother types of slot game aspect adjustment, bonus game type of resultswherein the results may trigger one or more bonus games, free pulls, ajackpot won, and/or any other bonuses for the player, gameplay type ofresults wherein the results may determine specific gameplays to beimplemented in a game space associated with the slot game and/oroutcomes of such gameplays (e.g., damage incurred or received, movementstriggered, objects collected and/or any other outcomes), and/or anyother types of results in a pull outcome. In some implementations,operation 1108 may be performed by a result module the same as orsimilar to result module 116 (shown in FIG. 1 and described herein).

At an operation 1110, an order for aggregating the results determined inoperation 1108 may be obtained. The order obtained in operation 1110 mayspecify a temporal sequence by which the results determined in operation1108 may be applied. As such, the order obtained in operation 1110 maydictate timing by which the results determined in operation 1108 may beapplied. In some implementations, operation may be performed by an ordermodule the same as or similar to order module 118 (shown in FIG. 1 anddescribed herein).

At an operation 1112, the results determined in operation 1108 may beaggregated by applying the order obtained in operation 1110. In someimplementations, operation 1112 may be performed by an aggregate resultmodule the same as or similar to the aggregate result module 120 (shownin FIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for aggregating results in a slot game,the system comprising one or more processors configured bymachine-readable instructions to: manage player character informationindicating states of player characters associated with players of theslot game such that the player character information includes firstplayer character information indicating a state of a first playercharacter associated with a first player of the slot game and secondplayer character information indicating a state of a second playercharacter associated with a second player of the slot game; simulate theslot game for participation by the players and to generate, for theplayers, pull outcomes of the slot game such that a first pull outcomefor an individual pull is generated for the first player wherein thefirst pull outcome includes a first payline and a second payline;determine, for the players, results of the slot game from the pulloutcomes generated by the slot game such that, a first group of resultsfrom the first pull outcome is determined for the first player, thefirst group of results including a first result determined from a firstcombination of symbols in the first payline and a second resultdetermined from a second combination of symbols in the second paylinethat both impact the first player character; obtain orders for applyingthe results determined such that a first order for applying the firstresult of the first payline and the second result of the second paylineis obtained; and aggregate the slot game results determined by applyingthe orders obtained, wherein the first result of the first payline andthe second result of the second payline are aggregated according to thefirst order to determine a first turn result; wherein the orders arebased on the player character information for individual players forwhich the slot game results are aggregated, such that responsive to thefirst result and the second result being aggregated for the firstplayer, the first result and the second result are aggregated byapplying the first order based on the first player characterinformation, and responsive to the first result and the second resultbeing aggregated for the second player, the first result and the secondresult are aggregated according to a second order based on the secondplayer character information.
 2. The system of claim 1, wherein the oneor more processors are further configured by machine-readableinstructions such that the first group of results includes the secondresult indicating an amount of payouts to be distributed to the firstplayer, wherein application of the first result affects the secondresult.
 3. The system of claim 2, wherein the one or more processors arefurther configured by machine-readable instructions such that the firstorder specifies that the first result is applied before the secondresult is applied.
 4. The system of claim 2, wherein the one or moreprocessors are further configured by machine-readable instructions suchthat the first order specifies that the second result is applied beforethe first result is applied.
 5. The system of claim 1, wherein the oneor more processors are further configured by machine-readableinstructions to apply the slot game results determined based on theorders obtained for implementing instances of a game space such that thegame space applies the first group of results based on the first orderfor implementing of an instance of the game space.
 6. The system ofclaim 5, wherein the one or more processors are further configured bymachine-readable instructions such that: the first group of resultsincludes the second result, wherein the application of the second resultaffects the application of the first result in the game space; and thefirst order specifies that the second result is applied before the firstresult is applied for implementation of the instance of the game space.7. The system of claim 6, wherein the second result modifies the stateof the first player character.
 8. The system of claim 1, wherein the oneor more processors are further configured by machine-readableinstructions such that the first result includes a implementation of afirst gameplay in the game space, the first gameplay including one ormore of a combat action, an action that picks up one or more virtualitems, an action that collects contents of the virtual items, an actionthat uses the virtual items, an action that directs a movement of thefirst player character in the game space, and a challenge to the firstplayer character in the game space.
 9. The system of claim 1, whereinthe one or more processors are further configured by machine-readableinstructions to obtain the orders for applying the results determinedfrom the players such that the first order is obtained from the firstplayer.
 10. A method for aggregating results in a slot game, the methodbeing implemented in one or more physical processors configured bymachine-readable instructions, the method comprising managing playercharacter information indicating states of player characters associatedwith players of the slot game such that the player character informationincludes first player character information indicating a state of afirst player character associated with a first player of the slot gameand second player character information indicating a state of a secondplayer character associated with a second player of the slot game;simulating the slot game for participation by the players andgenerating, for the players, pull outcomes of the slot game such that afirst pull outcome for an individual pull is generated for the firstplayer wherein the first pull outcome includes a first payline and asecond payline; determining, for the players, results of the slot gamefrom the pull outcomes generated by the slot game such that a firstgroup of results from the first pull outcome is determined for the firstplayer, the first group of results including a first result determinedfrom a first combination of symbols in the first payline and a secondresult determined from a second combination of symbols in the secondpayline that both impact the first player character; obtaining ordersfor applying the results determined such that a first order for applyingthe first result of the first payline and the second result of thesecond payline is obtained; and aggregating the determined slot gameresults by applying the orders obtained, wherein the first result of thefirst payline and the second result of the second payline are aggregatedaccording to the first order to determine a first turn result; whereinthe orders are based on the player character information for individualplayers for which the slot game results are aggregated, such thatresponsive to the first result and the second result being aggregatedfor the first player, the first result and the second result areaggregated by applying the first order based on the first playercharacter information, and responsive to the first result and the secondresult being aggregated for the second player, the first result and thesecond result are aggregated according to a second order based on thesecond player character information.
 11. The method of claim 10, whereinthe first group of results includes the second result indicating anamount of payouts to be distributed to the first player, whereinapplication of the first result affects the second result.
 12. Themethod of claim 10, wherein the first order specifies that the firstresult is applied before the second result is applied.
 13. The method ofclaim 10, wherein the first order specifies that the second result isapplied before the first result is applied.
 14. The method of claim 10,further comprising applying the determined slot game results based onthe obtained orders for implementing instances of a game space such thatapplying the first group of results based on the first order forimplementing of an instance of the game space.
 15. The method of claim14, wherein the first group of results includes the second result,wherein the application of the second result affects the application ofthe first result in the game space; and the first order specifies thatthe second result is applied before the first result is applied forimplementation of the instance of the game space.
 16. The method ofclaim 15, wherein the second result modifies the state of the firstplayer character.
 17. The method of claim 10, wherein the first resultincludes a implementation of a first gameplay in the game space, thefirst gameplay including one or more of a combat action, an action thatpicks up one or more virtual items, an action that collects contents ofthe virtual items, an action that uses the virtual items, an action thatdirects a movement of the first player character in the game space, anda challenge to the first player character in the game space.
 18. Themethod of claim 10, wherein the orders for applying the determinedresults is obtained from the players such that the first order isobtained from the first player.